Game apparatus, storage medium and computer program

ABSTRACT

A game apparatus, a storage medium and a computer program, capable of easily and effectively reducing strange images caused by a restriction of a resolution or a refresh rate of a display unit of the game apparatus. The game apparatus comprises: an image generation section ( 250 ) for generating a space image of an object space, viewed from a virtual camera; a blurring section ( 250 ) for blurring an object first image of a predetermined object ( 10 ) of objects in the object space, according to a distance from a predetermined position to the predetermined object in the object space, to generate a blurred object second image; and an execution section ( 210 ) for executing a predetermined game by displaying the space image including the blurred object second image on a display section.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] This invention relates to a game apparatus, a storage medium anda computer program, for generating an image of an object space, viewedfrom a virtual camera, to execute a predetermined game by displaying theimage.

[0003] 2. Description of Related Art

[0004] According to a consumer game machine, a home television wherein aresolution of a video terminal is 640-by-480 dot is generally used as adisplay unit. Therefore, the consumer game machine generally generatessixty frames per second.

[0005] However, because the resolution of the display unit isinvariable, there have occurred the following problems with a game imagegenerated and displayed on the display unit. That is, there haveoccurred problems that a jaggy occurs at boundaries of objects in theobject space, a moire occurs at serial patterns, an object a size ofwhich is equal to or less than one pixel should be displayed on thedisplay unit or not, and so on.

[0006] Further, as described above, the number of frames (images)generated by the consumer game machine is sixty per second. Therefore,in the case the virtual camera moves in the object space, that is,practically, the virtual camera moves to follow a character operated bya player, while the consumer game machine executes a game such as aracing game, there have occurred the following problems. That is, therehave occurred problems that striped patterns of stones arranged at edgesof a road are displayed like they stop as the result that a moving speedof the virtual camera synchronizes with {fraction (1/60)} second as anupdate time of the game image, they move more slowly than the practicalmoving speed, in the extreme case, they move in the opposite directionto the practical moving direction, or the like.

[0007] Furthermore, the above-described problems have occurred not onlywith the consumer game machine having the television as the display unitbut also with a monitor having a high resolution and an arcade gamemachine.

SUMMARY OF THE INVENTION

[0008] The present invention was developed in view of theabove-described problems.

[0009] It is an object of the present invention to provide a gameapparatus, a storage medium and a computer program, capable of easilyand effectively reducing strange images caused by a restriction of aresolution or a refresh rate of a display unit of the game apparatus.

[0010] In accordance with a first aspect of the present invention, agame apparatus comprises: an image generation section (for example, animage generation unit 250 shown in FIG. 6) for generating a space imageof an object space, viewed from a virtual camera; a blurring section(for example, an image generation unit 250 shown in FIG. 6) for blurringan object first image of a predetermined object (for example, a blurringobject 10 shown in FIG. 1A) of objects in the object space, according toa distance from a predetermined position to the predetermined object inthe object space, to generate a blurred object second image; and anexecution section (for example, a game operation unit 210 shown inFIG.6) for executing a predetermined game by displaying the space imageincluding the blurred object second image on a display section.

[0011] In accordance with a second aspect of the present invention, in astorage medium having a computer-executable program recorded thereon,the program comprises: a program code of generating a space image of anobject space, viewed from a virtual camera; a program code (for example,an α-value determining program 430 shown in FIG. 6) of blurring anobject first image of a predetermined object (for example, a blurringobject 10 shown in FIG. 1A) of objects in the object space, according toa distance from a predetermined position to the predetermined object inthe object space, to generate a blurred object second image; and aprogram code of (for example, a game program 410 shown in FIG. 6)executing a predetermined game by displaying the space image includingthe blurred object second image on a display section.

[0012] In accordance with a third aspect of the present invention, acomputer program comprises program code means for performing the stepsof: generating a space image of an object space, viewed from a virtualcamera; blurring an object first image of a predetermined object ofobjects in the object space, according to a distance from apredetermined position to the predetermined object in the object space,to generate a blurred object second image; and executing a predeterminedgame by displaying the space image including the blurred object secondimage on a display section.

[0013] Herein, the object space means a game space of the predeterminedgame, and comprises the virtual camera set therein. Further, the spaceimage means an image of the object space, displayed on the displaysection. Further, the object first image is an image of thepredetermined object, before being blurred, for example, by the blurringsection, and the blurred object second image is an image as a result ofblurring the object first image of the predetermined object.

[0014] According to the game apparatus, the storage medium or thecomputer program of the first, second or third aspect of the presentinvention, the space image of the whole object space is not blurred, butthe image of the predetermined object in the object space is blurred.Consequently, it is possible that the blurring processing of the imageis easily carried out at a high speed. Further, the blurring processingof the image is carried out according to the distance from thepredetermined position to the predetermined object. Consequently, forexample, in the case the predetermined position is a location of thevirtual camera, it is possible to effectively reduce strange images as aserial pattern of moire occurred by the cause as the object imagebecomes finer according to the distance from the virtual camera, atransformation of the object image occurred by the cause that the widthof the object displayed on the display section is narrowed, and so on.

[0015] Herein, the above-described blurring processing may be carriedout to the whole image of the predetermined object uniformly, or to theimage of the predetermined object image displayed on the display sectionevery pixel.

[0016] Preferably, according to the game apparatus of the first aspectof the present invention, the predetermined object comprises anobjective target (for example, a blurring object 10 shown in FIG. 1A)having at least one target surface, for expressing a target of thepredetermined object, and an objective foundation (for example, afoundation object 20 shown in FIG. 1A) for expressing a foundation ofthe target, according to a background of the predetermined object; andthe blurring section blurs an image of the objective target to bring animage of the objective foundation into appear.

[0017] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code(for example, a blurring object data 452 shown in FIG. 6) of expressinga target of the predetermined object; a program code (for example, afoundation object data 454 shown in FIG. 6) of expressing a foundationof the target, according to a background of the predetermined object; aprogram code of expressing the predetermined object having the targetand the foundation; and a program code (for example, an α-valuedetermining data 456 shown in FIG. 6) of blurring an image of the targetto bring an image of the foundation into appear.

[0018] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe steps of: expressing a target of the predetermined object;expressing a foundation of the target, according to a background of thepredetermined object; expressing the predetermined object having thetarget and the foundation; and blurring an image of the target to bringan image of the foundation into appear.

[0019] Herein, the target is definitely expressed as one part of theobject space in the case the predetermined object is near thepredetermined position. The foundation is expressed so as to have thesame form as the form of the target, and so as to be at one with thebackground of the predetermined object in the case the predeterminedobject is the farthest from the predetermined position.

[0020] Further, in the case the target is expressed by a plurality oftarget surfaces, the image of the target may be blurred every targetsurface, or at one with the whole target surfaces.

[0021] According to the game apparatus, the storage medium or thecomputer program as described above, for example, the foundation of thetarget has patterns of color saturation like color saturation of thetarget is toned down, and like the background of the predeterminedobject. Consequently, if the image of the target is blurred, it ispossible that the game image is harmonized on the whole according to thepredetermined game.

[0022] Preferably, according to the game apparatus of the first aspectof the present invention, the predetermined object the object firstimage of which is blurred by the blurring section is determined from theobjects in the object space, according to a progress of thepredetermined game executed by the execution section (for example, anobject specifying unit 212 shown in FIG. 6).

[0023] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofdetermining the predetermined object the object first image of which isblurred from the objects in the object space, according to a progress ofthe predetermined game.

[0024] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe step of: determining the predetermined object the object first imageof which is blurred from the objects in the object space, according to aprogress of the predetermined game.

[0025] Herein, the progress of the predetermined game includes, forexample, a moving speed of a character operated by a player, a movingspeed of the virtual camera to follow the character, a weather of aracing course and so on, in the case the predetermined game is a racinggame.

[0026] According to the game apparatus, the storage medium or thecomputer program as described above, it is possible that the image ofthe predetermined object is blurred as the occasion may demand.

[0027] Preferably, according to the game apparatus of the first aspectof the present invention, the predetermined position is a location ofthe virtual camera.

[0028] Preferably, according to the game apparatus as described above,the blurring section blurs the object first image of the predeterminedobject, according to a sight line angle of the virtual camera to thepredetermined object.

[0029] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofsetting a location of the virtual camera, as the predetermined position.

[0030] Preferably, according to the storage medium having acomputer-executable program recorded thereon, as described above, theprogram further comprises: a program code of blurring the object firstimage of the predetermined object, according to a sight line angle ofthe virtual camera to the predetermined object.

[0031] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe step of: setting a location of the virtual camera, as thepredetermined position.

[0032] Preferably, the computer program as described above, furthercomprises program code means for performing the step of: blurring theobject first image of the predetermined object, according to a sightline angle of the virtual camera to the predetermined object.

[0033] According to the game apparatus, the storage medium or thecomputer program as described above, the image of the predeterminedobject can be blued according to the sight line angle of the virtualcamera to the predetermined object. Consequently, for example, in thecase the predetermined object having a serious pattern is viewed from anoblique upper air, it is possible that a jaggy, a moire and so on arereduced effectively.

[0034] Preferably, the game apparatus of the first aspect of the presentinvention, further comprises: a setting section for setting a fixationpoint as the predetermined position, according to a progress of thepredetermined game executed by the execution section.

[0035] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofsetting a fixation point as the predetermined position, according to aprogress of the predetermined game.

[0036] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe step of: setting a fixation point as the predetermined position,according to a progress of the predetermined game.

[0037] According to the game apparatus, the storage medium or computerprogram as described above, the present invention can be applied to thepredetermined game, as one of the depth of field processing.Consequently, it is possible that a player's attention is attracted tothe fixation point in the object space.

[0038] Preferably, according to the game apparatus of the first aspectof the present invention, the predetermined game is a racing game, andthe blurring section blurs an object image on a racing course of theracing game.

[0039] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofblurring an object image of a racing course on a racing game as thepredetermined game.

[0040] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe steps of: blurring an object image of a racing course on a racinggame as the predetermined game.

[0041] Herein, the object on the racing course of the racing game is anecessary object to set the racing course, such as white lines, edgestones, a billboard, wire netting, a guardrail and so on.

[0042] According to the game apparatus, the storage medium or thecomputer program as described above, the present invention can beapplied to the racing game wherein strange images caused by arestriction of a resolution or a refresh rate of the display section arefrequently occurred because the virtual camera is moved at variousspeeds. Consequently, it is possible to provide an effect of the presentinvention on the racing game, remarkably.

[0043] Preferably, according to the game apparatus of the first aspectof the present invention, the blurring section blurs an object image ofan object processed by an antialiasing, a mip mapping or a level ofdetail processing (LOD), of the objects in the object space.

[0044] Preferably, according to the game apparatus of the first aspectof the present invention, the blurring section carries out an imagecomposition processing to the predetermined object as a transparency ofthe predetermined object is changed.

[0045] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofblurring an object image of an object processed by an anti-aliasing, amip mapping or a level of detail processing (LOD), of the objects in theobject space.

[0046] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofcarrying out an image composition processing to the predetermined objectas a transparency of the predetermined object is changed.

[0047] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe step of: blurring an object image of an object processed by ananti-aliasing, a mip mapping or a level of detail processing (LOD), ofthe objects in the object space.

[0048] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe step of: carrying out an image composition processing to thepredetermined object as a transparency of the predetermined object ischanged.

[0049] Herein, the image composition carried out as the transparency ofthe predetermined object is changed is not limited to α-Algorithm orα-Blending.

[0050] Preferably, according to the game apparatus of the first aspectof the present invention, the predetermined object comprises a firstobject for expressing a foundation and a second object for expressing asurface layer having at least one surface on the first object; and theblurring section blurs the second object to bring the first object intoappear.

[0051] Preferably, according to the storage medium having acomputer-executable program recorded thereon, of the second aspect ofthe present invention, the program further comprises: a program code ofexpressing a foundation of the predetermined object; a program code ofexpressing a surface layer having at least one surface on thefoundation, of the predetermined object; a program code of expressingthe predetermined object having the foundation and the surface layer;and a program code blurring the surface layer to bring the foundationinto appear.

[0052] Preferably, the computer program of the third aspect of thepresent invention, further comprises program code means for performingthe steps of: expressing a foundation of the predetermined object;expressing a surface layer having at least one surface on thefoundation, of the predetermined object; expressing the predeterminedobject having the foundation and the surface layer; and blurring thesurface layer to bring the foundation into appear.

BRIEF DESCRIPTION OF THE DRAWINGS

[0053] The present invention will become more fully understood from thedetailed description given hereinafter and the accompanying drawingswhich are given by way of illustration only, and thus are not intendedas a definition of the limits of the present invention, and wherein:

[0054]FIG. 1A and 1B are views for explaining a principal of the presentinvention;

[0055]FIG. 2A is a graph showing an example of a blurring function, FIG.2B is a view showing examples of composition images expressed accordingto the blurring function of FIG. 2A, and FIG. 2C is a view showing acolor sample of the composition image;

[0056]FIG. 3 is a view showing an exemplary screen wherein a gameapparatus of the present invention performs a blurring processing to awhite line object of a racing course;

[0057]FIG. 4A and 4B are views showing exemplary practical screens of agame before and after the game apparatus performs the blurringprocessing to the white line object, respectively;

[0058]FIG. 5A and 5B are views showing exemplary practical screens ofthe game before and after the game apparatus performs the blurringprocessing to an edge stone object at which striped patterns areprovided, respectively;

[0059]FIG. 6 is a functional block diagram of the game apparatusaccording to the embodiment of the present invention;

[0060]FIG. 7 is a diagram showing an example of a data table 456 arelating between each blurring object and each blurring function, of ana-value determining data 456;

[0061]FIG. 8 is a graph showing another example of the blurringfunction;

[0062]FIG. 9 is a flowchart showing the operation of a processing unit200 for generating one frame of game image;

[0063]FIG. 10 is a block diagram showing an exemplary hardwareconfiguration realizable the game apparatus according to the embodimentof the present invention;

[0064]FIGS. 11A to 11C are views showing examples of various embodimentsof the game apparatus of the present invention;

[0065]FIG. 12A and 12B are views showing exemplary practical screens ofthe game before and after the game apparatus performs the blurringprocessing to a billboard object, respectively; and

[0066]FIG. 13 is a view showing an example of an object comprising aplurality of blurring objects and a foundation object.

PREFERRED EMBODIMENT OF THE INVENTION

[0067] Hereinafter, a preferred embodiment of the game apparatus of thepresent invention will be explained with reference to figures, asfollows.

[0068] Although the case the game apparatus of the present inventionexecutes a motorcycle racing game will be explained as an example, thepresent invention is not limited to the case.

[0069] First, the principal of the present invention will be explained,as follows.

[0070] As shown in FIG. 1A, according to the game apparatus of thepresent invention, a blurring object 10 is superimposed on a foundationobject 20, to compose one predetermined object. Then, the predeterminedobject is arranged in an object space, that is, a game space of apredetermined game executed by the game apparatus. Thereafter, the imageof the blurring object 10 of the predetermined object is blurredaccording to the distance from a virtual camera set in the object space,to the predetermined object.

[0071] Hereinafter, the blurring object means a target definitelyexpressed as one part of the object space in the case the predeterminedobject is near the virtual camera, and the foundation object means oneforming the same shape as the blurring object and assimilated to abackground of the predetermined object in the case the predeterminedobject is away from the virtual camera.

[0072] That is, as shown in FIG. 1B, the farther from the virtual camerathe predetermined object is, the more the image of the blurring object10 goes out of sight and the more the image of the foundation object 20comes into sight. In other words, in the case the predetermined objectis far away from the virtual camera, only the image of the foundationobject 20 can be seen. Further, the nearer to the virtual camera thepredetermined object is, the more the image of the blurring object 10comes into sight.

[0073] Thereinafter, according to the predetermined object comprisingthe blurring object 10 and the foundation object 20, an image of anobject generated by blurring the image of the blurring object 10 will bereferenced to as a composition image.

[0074] The method of blurring the image of the blurring object 10 isbased on a pixel value determining algorithm using the followingequation (1) using an a (alpha) value.

C=αS+(1-α)×D . . .   (1)

[0075] Herein, the reference character C denotes color data of thecomposition object composed of the blurring object 10 and the foundationobject 20, the reference character S denotes color data of the blurringobject 10, the reference character D denotes color data of thefoundation object 20, and the reference character a denotes the opacity.The α varies from 0 to 1.

[0076] According to the pixel value determining algorithm, theabove-described equation (1) is applied to the RGB (Red, Green, Blue)values of each pixel of the image of the blurring object 10 and the RGBvalues of each pixel of the image of the foundation object 20. Thereby,the RGB values of the image of the composition object are determined, sothat the composition image is determined.

[0077] Further, the value of a which is referenced to as the a valuethrough the specification, is determined by a function relating thedistance from the virtual camera to the predetermined object to the onea value. The above-described function is references to as a blurringfunction.

[0078]FIG. 2A shows an example of the blurring function. According tothe blurring function as shown in FIG. 2A, the α value varies linearlyfrom “1.0” to “0.5” while the distance (d) from the virtual camera tothe predetermined object varies from 0 m to 10 m in the object space,and the a value varies linearly from “0.5” to “0.0”, while the distance(d) varies from 10 m to 100 m. That is, as shown in FIG. 2A, the opacitydecreases sharply while the distance (d) from the virtual camera to thepredetermined object increases from 0 m to 10 m, the opacity decreaseslowly while the distance (d) increases from 10 m to 100 m, and theimage of the blurring object 10 becomes transparent while the distance(d) increases from 100 m and more.

[0079]FIG. 2B shows examples of the composition images each of which iscomposed of the blurring object 10 and the foundation object 20,according to the blurring function shown in FIG. 2A, on the basis of thedistance (d).

[0080] As shown in FIG. 2B, in the case the distance (d) from thevirtual camera to the predetermined object is Om, the composition imageis composed only of the image of the blurring object 10. In the case thedistance (d) is 10 m, the composition image is composed of the image ofthe blurring object 10 and the image of the foundation object 20. In thecase the distance (d) is 100 m, the composition image is composed onlyof the image of the foundation image 20.

[0081] The blurring processing is carried out to the image of thepredetermined object every pixel thereof, when the rendering is carriedout to the image of the predetermined object.

[0082] That is, according to the blurring processing, the distance fromthe virtual camera to the predetermined object is determined everyvertex of the polygons composing the blurring object of thepredetermined object, and thereby, the a value is determined on thebasis of the distance with reference to the blurring function as shownin FIG. 2A. Thereafter, the α value is substituted for theabove-described equation (1), and thereby, the color of the compositionimage to be displayed on the display screen is determined every pixel ofthe composition image. Therefore, according to one predetermined object,the color of the part near to the virtual camera is displayed so as tobe different from the color of the part far from the virtual camera.

[0083]FIG. 2C shows a color sample in the case the color data of theblurring object 10 are composed with the color data of the foundationobject 20 according to the blurring function shown in FIG. 2A.

[0084] As shown in FIG. 2C, the greater the distance (d) from thevirtual camera to the predetermined object is, the nearer to the colorof the foundation object 20 the color of the composition image is.

[0085]FIG. 3 is an exemplary screen wherein the game apparatus of thepresent invention performs the blurring processing to a white lineobject of a racing course.

[0086] In FIG. 3, the white line object consists of: two white lines asthe blurring object thereof; and an object forming the same shape as thewhite lines and assimilative to a road surface of the racing course asthe foundation object thereof.

[0087] As shown in FIG. 3, the white lines are more blurred, as thewhite lines goes away from this side of the screen that is the virtualcamera location. Further, when the white lines are far away from thevirtual camera location by more than a predetermined distance, one partof each white line is not displayed on the screen, but only the roadsurface of the racing course as the foundation object of the part isdisplayed on the screen.

[0088]FIG. 4A and 4B are exemplary practical screens of the game beforeand after the game apparatus of the present invention performs theblurring processing to the white line object, respectively.

[0089] In FIG. 4B, the white line object consists of: a white line asthe blurring object thereof; and an object forming the same shape as thewhite line and assimilative to the road surface on the racing course ofstreamlined patterns as the foundation object thereof.

[0090] As shown in FIG. 4A, the width of the white line displayed on thedisplay screen is narrower, as the white lines goes away from this sideof the screen that is the virtual camera location. Further, because theracing course curves, one part of the white line occurs, wherein thewidth of the part exceeds one pixel or not. Therefore, because the partof the white line far away from the virtual camera location is expressedas the broken line as shown in FIG. 4A, the unnatural game image isgenerated on the display screen. Further, because the part having beenexpressed as the broken line becomes expressed as the solid line as thepart becomes nearer to the virtual camera, the player concentrates eyesthereof on the white line to which the player does not pay attentionusually. As a result, the player more feels that the game image isstrange.

[0091] However, as shown in FIG. 4B, the game apparatus carries out theblurring processing to the white line object, and thereby, the brokenline expressing the part of the white line far away from the virtualcamera location is not to be displayed on the display screen. Therefore,a part of the white line does not expressed on the display screen.However, because the player does not usually pay attention to the partof the white line far away from the virtual camera location, it ispossible that the natural game image is generated. Further, because thefoundation object of the white line object provides streamlined patternsexpressing a high speed, of the road surface of the racing course, it ispossible that the part at which the white line is not expressed isharmonious with the background of the part.

[0092]FIG. 5A and 5B are exemplary practical screens of the game beforeand after the game apparatus of the present invention performs theblurring processing to the edge stone object at which striped patternsare provided, respectively.

[0093] In FIG. 5B, the edge stone object consists of: an edge stone asthe blurring object thereof; and an object forming the same shape as theedge stone and patterned like the color saturation of the edge stone istoned down as the foundation object thereof.

[0094] As shown in FIG. 5A, on the screen before the game apparatuscarries out the blurring processing to the edge stone object, the moireoccurs at the striped patterns of the edge stone, so that the stripedpatterns of the edge stone away from this side of the screen, that isthe virtual camera location are transformed to be displayed. Theabove-described phenomenon occurs more remarkably on the game screenwherein the virtual camera moves. That is, although the striped patternsare only provided at the edge practically, the striped patterns aredisplayed like they move and vary by the moire. Therefore, the edgestone is expressed like another one.

[0095] However, as shown in FIG. 5B, the game apparatus of the presentinvention carries out the blurring processing to the edge stone object,and thereby the color saturation of the striped patterns of the edgestone decreases gradually. Therefore, it is possible that the naturalgame image in which the moiré is not generated is generated as shown inFIG. 5B.

[0096] As described above, the blurring processing carried out by thegame apparatus of the present invention is executed not to the wholescreen but to the specific object of the screen. Accordingly, becausethe amount of operation is small, it is possible that the blurringprocessing is carried out at a high speed.

[0097] That is, if the blurring processing is applied to all objectdisplayed on the screen as the view of the virtual camera, that is theview volume, the amount of operation increases excessively, and theobject necessary to be displayed on the screen, for example, a characterobject may not been displayed on the screen. Therefore, it is importantthat the game apparatus carries out the blurring processing to whichobject of all objects in the view volume, and which object of allobjects is effective in being processed by the blurring processing inthe game.

[0098]FIG. 6 is a functional block diagram of the game apparatusaccording to the embodiment of the present invention. As shown in FIG.6, the game apparatus comprises an input operating unit 100, aprocessing unit 200, a display unit 300, and a data storage medium 400.

[0099] The input operating unit 100 is used for the player to input anoperation data. The input operating unit 100 has a function realized byhardware having a lever, buttons, a covering body or the like. Wheneither one of the buttons or the like is pushed down, the inputoperating unit 100 outputs an operation signal to the processing unit200.

[0100] The processing unit 200 carries out a processing of positioningobjects and the virtual camera in the object space, a processing ofgenerating images viewed from the virtual camera, and so on, on thebasis of the above-described operation signal, a game program 410 storedin the data storage medium 400, for executing the motorcycle racinggame, and so on. The processing unit 200 has a function realized byhardware such as a CPU, for example, a CISC type of CPU or a RISC typeof CPU, a DSP, an ASIC, for example, a gate array or the like, a memoryor the like.

[0101] The processing unit 200 comprises a game operation unit 210 andan image generation unit 250.

[0102] The game operation unit 210 carries out a processing ofprogressing the game, a processing of determining the location and thedirection of the virtual camera, a processing of positioning thepredetermined object including the blurring object and the foundationobject in the object space, the processing of clipping to determine theview volume, and so on. Further, the game operation unit 210 comprisesan object specifying unit 212 for specifying the predetermined object ofobjects in the view volume.

[0103] The object specifying unit 212 may specify the predeterminedobject to which the blurring processing is carried out, according to theprogress of the game.

[0104] That is, for example, according to the racing game, the objectspecifying unit 212 may not always specify the white line object as thepredetermined object. For example, the object specifying unit 212 mayspecify the white line object as the predetermined object only in thecase the white line is going to curve, in the case the race is performedin fine weather, or the like.

[0105] The image generation unit 250 carries out a processing ofgenerating the image of the object space set by the game operation unit210, on the basis of the virtual camera in the object space located andset by the game operation unit 210. More specifically, the imagegeneration unit 250 carries out the perspective projectiontransformation to the object space in the view volume, the hiddensurfaces processing using a Z buffer, and the processing of imagingpolygons composing the object every pixel in a frame buffer not shown infigures. Further, the image generation unit 250 comprises an α-valuedetermining unit 252.

[0106] Further, the image generation unit 250 determines the color ofthe polygons on the basis of an object data 450 and so on. The color ofthe composition image composed of the blurring object and the foundationobject is determined on the basis of the following method.

[0107] The α-value determining unit 252 of the image generation unit 250determines the a value of each polygon on the basis of the distance fromthe virtual camera to each vertex of the polygon composing thepredetermined object specified by the object specifying unit 212. Thedistance from virtual camera to each vertex of the polygon is called thedepth information.

[0108] Thereafter, the image generation unit 250 determines the color ofthe composition image every pixel on the basis of the equation (1) forwhich the a value determined by the α-value determining unit 252 issubstituted.

[0109] When the image generation unit 250 images one frame of image onthe frame buffer, the image is displayed on the display unit 300.

[0110] The data storage medium 400 stores not only the game program 410on the motorcycle racing game, but also the α-value determining program430 of determining the a value of the blurring processing, read out andexecuted by the α-value determining unit 252, the object data 450including the blurring object and the foundation object, and data suchas default values of the game and so on.

[0111] The object data 450 stores not only a blurring object data 452that is the blurring object data of the predetermined object, afoundation object data 454 that is the foundation object data of thepredetermined object, data including the arrangement position, the colordata and so on, of each of polygons composing the model of each objectincluding the blurring object and the foundation object, but also ana-value determining data 456.

[0112] The α-value determining data 456 includes a data table 456 a asshown in FIG. 7 and the blurring function as shown in FIG. 2A or 8.

[0113]FIG. 7 is a diagram showing an example of the data table 456 a.

[0114] As shown in FIG. 7, the blurring objects “A”, “B” and “C” arerelated to the blurring function “a”, and the blurring object “D” isrelated to the blurring function “b”. Therefore, the blurring functioncan be set every blurring object, individually.

[0115]FIG. 8 shows another example of the blurring function. Theblurring function shown in FIG. 8 is an exponential function.

[0116] Accordingly, for example, because each blurring object can berelated to the blurring function as shown in FIG. 2A or 8, individually,the blurring limit can be set every blurring object.

[0117] The data storage medium 400 has a function realized by hardwaresuch as a CD-ROM, a game cassette, an IC card, a MO, a FD, a DVD, a harddisk, a memory or the like. The processing unit 200 reads the data andthe programs out of the data storage medium 400, to execute varioustypes of processing on the basis of them.

[0118] Next, the blurring processing executed by the processing unit 200will be explained with reference to FIG. 9.

[0119]FIG. 9 is a flowchart showing the operation of the processing unit200 for generating one frame of game image.

[0120] In FIG. 9, when the processing unit 200 starts the blurringprocessing, first, the game operation unit 210 of the processing unit200 sets objects each of which includes the blurring object and thefoundation object and the virtual camera in the object spate (Step S1).Then, the game operation unit 210 determines the view volume on thebasis of the virtual camera set in the object space at the Step S1 (StepS2).

[0121] Thereafter, the object specifying unit 212 of the game operationunit 210 specifies the predetermined object of objects located in theview volume determined at the Step S2 (Step S3).

[0122] The α-value determining unit 252 of the image generation unit 250determines the a value on the basis of the distance from the virtualcamera to each vertex of polygons composing the blurring object of thepredetermined object specified at the Step S3 (Step S4).

[0123] Thereafter, the image generation unit 250 of the processing unit200 carries out the rendering to the polygons composing the blurringobject on the basis of the value determined at the Step S4, and topolygons composing another objects. Thereby, the image generation unit250 generates one frame of game images (Step S5). Then, the processingunit 200 ends the blurring processing.

[0124] Next, an exemplary hardware configuration realizable the gameapparatus according to the embodiment of the present invention will beexplained with reference to FIG. 10, as follows.

[0125] The game apparatus as shown in FIG. 10 comprises a CPU 1000, aROM 1002, a RAM 1004, a data storage medium 1006, a sound generation IC1008, an image generation IC 1010, and I/O ports 1012 and 1014 that areinterconnected by a system bus 1016 so that data can be exchangedtherebetween. A display device 1018 is further connected to the imagegeneration IC 1010, a speaker 1020 is further connected to the soundgeneration IC 1008, a control device 1022 is further connected to theI/O port 1012, and a communication device 1024 is further connected tothe I/O port 1014.

[0126] The data storage medium 1006 stores primarily a software program,image data for expressing displayed objects, sound data, play data andso on. Further, the data storage medium 1006 corresponds to the datastorage medium 400 shown in FIG. 6. According to a consumer gamemachine, for example, a CD-ROM, a game cartridge, a DVD, or other mediumis typically used as the data storage medium for storing the gameprogram and other data, and a memory card or other medium is used as thedata storage medium for storing the playing data. According to an arcadegame machine, a semiconductor memory device such as a ROM or othermedium or a hard disk is used as the data storage medium. In theabove-described case the data storage medium 1006 can be achieved in theROM 1002.

[0127] The control device 1022 is equivalent to the game controller, theoperating panel, or other such device. Further, the control device 1022is one used by the player to input the results of the decisions receivedwhile playing the game to the apparatus body.

[0128] The CPU 1000 controls the overall of the game apparatus andprocesses various data according to the game program stored to the datastorage medium 1006, the system program (including initialization datafor the game apparatus, and so on) stored to the ROM 1002, signalsinputted by the control device 1022, or the like.

[0129] The RAM 1004 is a storage means used as an operating memory bythe CPU 1000. Further, the RAM 1004 stores the particular contents ofthe data storage medium 1006 or the ROM 1002, operating results from theCPU 1000, and so on.

[0130] The sound generation IC 1008 and the image generation IC 1010 arealso disposed in this type of game apparatus to generate and outputsounds and images appropriate to the game.

[0131] The sound generation IC 1008 is an integrated circuit forgenerating game sounds such as sound effects, background music and soon, on the basis of the data stored to the data storage medium 1006 orthe ROM 1002. The game sounds generated by the sound generation IC 1008are outputted from the speaker 1020.

[0132] The image generation IC 1010 is an integrated circuit forgenerating pixel data to be outputted to the display device 1018, on thebasis of the image data received from the RAM 1004, the ROM 1002, thedata storage medium 1006, or the like.

[0133] The display device 1018 means a display device such as a CRT, aLCD, a TV, a plasma display, a projector or the like.

[0134] The communication device 1024 is for communicating various dataused by the game apparatus with an external device. If the gameapparatus is connected with another game apparatus, the communicationdevice 1024 is used for Communicating game programs, predetermined datacorresponding to game programs, or other data with another gameapparatus, through a communications line.

[0135] Various types of processing such as a processing of executing thegame, a blurring processing and so on are achieved by the data storagemedium 1006 which stores the game program 410, the α-value determiningprogram 430 and the object data 450, and the CPU 1000, the imagegeneration IC 1010, the sound generation IC 1008 and so on whichoperates according to the program.

[0136] It should be noted that the processes accomplished by the imagegeneration IC 1010, the sound generation IC 1008, or the like, can bewritten as software applications run by the CPU 1000, a general purposeDSP, or other such device.

[0137] The α-value determining data 456 including the blurring functionwill be explained as it is one of the object data 450, according to theembodiment of the present invention. However, the following method ofimplementing the present invention will be effective.

[0138] That is, the method of assigning each blurring object to apredetermined storage space is generally as the method of implementingthe object data 450.

[0139] Further, the blurring function is closely connected with theblurring object. Therefore, the method of storing the blurring functionin a predetermined storage space, as one of data stored in thepredetermined storage space to which each blurring object is assigned,for example, as one of texture data, is effectively.

[0140]FIG. 11A shows an exemplary case wherein the game apparatus of thepresent invention is applied to an arcade game machine.

[0141] The player operates a lever 1102, buttons 1104 or the like, aswatching the game image displayed on the display 1100, to enjoy thegame. According to the arcade game machine, various types of processors,memories and so on are mounted on a system board 1106 that is a circuitboard contained in the arcade game machine. The data including programs,for executing each members of the present invention is stored in amemory 1108 that is a data storage medium mounted on the system board1106. Hereinafter, the data will be referred to as a storage data, asfollows.

[0142]FIG. 11B shows an exemplary case wherein the game apparatus of thepresent invention is applied to a consumer game machine.

[0143] The player operates a lever 1202 or 1204, as watching the gameimage displayed on the display 1200, to enjoy the game. According to theconsumer game machine, the above-described storage data is stored in aCD or DVD 1206, a memory card 1208 or 1209, or the like, as the datastorage medium detachable from and attachable to an apparatus body 1210.

[0144]FIG. 11C shows an exemplary case wherein the game apparatus of thepresent invention is applied to a game system comprising a hostapparatus 1300 and terminals 1304-1 to 1304-n connected to the hostapparatus 1300 through a network 1302. The network 1302 includes a smallarea network system such as a LAN and a wide area network system such asan Internet.

[0145] According to the game system, the above-described storage data isstored to a data storage medium 1306 under control of the host apparatus1300, such as a magnetic disk device, a magnetic tape device, a memory,or the like.

[0146] In the case each of the terminals 1304-1 to 1304-n can generategame images and game sounds with standing alone, the host apparatus 1300sends the game program and so on for generating the game images and thegame sounds, to each of the terminals 1304-1 to 1304-n. On the otherhand, in the case each of the terminals 1304-1 to 1304-n cannot generategame images and game sounds with standing alone, the host apparatus 1300generates game images and game sounds, to send them to each of terminals1304-1 to 1304-n. Therefore, each terminal outputs the game images andthe game sounds.

[0147] According to the game system having the construction as shown inFIG. 1C, each means of the present invention may be distributed betweenthe host apparatus 1300 and each of terminals 1304-1 to 1304-n, that is,between the server and the client.

[0148] Further, the storage data for executing each means of the presentinvention may be distributed between the data storage medium of the hostapparatus and the data storage medium of each terminal, that is, betweenthe data storage medium of the server and the data storage medium of theclient.

[0149] Further, according to the game system having the construction asshown in FIG. 11C, one or each of terminals 1304-1 to 1304-n connectedto the network 1302 may be the consumer game machine as shown in FIG.11B or the arcade game machine as shown in FIG. 11A.

[0150] Further, the arcade game machine and the consumer game machinemay be composed so as to use a portable data storage device such as amemory card or a portable game machine, for transferring data from andto both the arcade game machine and the consumer game machine.

[0151] Although the present invention has been explained according tothe above-described embodiment, it should also be understood that thepresent invention is not limited to the embodiment and various changesand modifications may be made to the invention without departing fromthe gist thereof.

[0152] For example, the game apparatus of the present invention maycarry out the blurring processing as a depth of field processing. Oneexample will be explained in FIGS. 12A and 12B.

[0153]FIGS. 12A and 12B are exemplary practical screens of the gamebefore and after the game apparatus of the present invention performsthe blurring processing to the billboard object, respectively.

[0154] In FIG. 12B, the billboard object consists of: a billboard as theblurring object thereof; and an object forming the same shape as thebillboard and patterned like the color saturation of the billboard istoned down as the foundation object thereof.

[0155] As shown in FIG. 12A, the whole billboard is clearly displayed onthe screen before the game apparatus carries out the blurring processingto the billboard object, regardless of the distance from this side ofthe screen that is the virtual camera location to each part of thebillboard. However, in the real world, one point is in focus. As aresult, in the case the part of the billboard near to the virtual cameralocation is in focus, the part of the billboard far away from thevirtual camera location is looked blurring.

[0156] However, as shown in FIG. 12B, the game apparatus of the presentinvention carries out the blurring processing to the billboard object,and thereby it is possible that the part of the billboard far away fromthe virtual camera location is blurred and expressed. Consequently, itis possible that the game apparatus generate the realistic game image.

[0157] Further, in the above-described case, the game apparatus maycarry out the blurring processing to the billboard object not only onthe basis of the location of the virtual camera but also according tothe distance from the fixation point set in the object space to eachpart of the billboard. Therefore, it is possible that the fixation pointis set at the predetermined position to which the player is attractedhis attention, in the object space.

[0158] Furthermore, in the above-described case, it has been explainedthat the game apparatus carries out the blurring processing only on thebasis of the distance from the virtual camera. However, the gameapparatus may carry out the blurring processing according to the sightline angle such as a depression angle or an elevation angle to theobject viewed from the virtual camera.

[0159] Furthermore, it has been explained that the game apparatuscarries out the blurring processing to the motorcycle racing game as anexample, according to the above-described embodiment. However, it is notto say that the game apparatus may carry out the blurring processing toanother game such as a sports game like a football or a basket ball, arole playing game, a shooting game, and so on. For example, in the casethe game apparatus carries out the blurring processing to the footballgame, it is possible that the game apparatus carries out the blurringprocessing to white lines or grasses of a football field.

[0160] Furthermore, the game apparatus may carry out the blurringprocessing not only independently but also in combination with a mipmapping, a LOD (Level Of Detail) processing, or a anti-aliasing.

[0161] Furthermore, although it has been explained that thepredetermined object comprises one blurring object according to theabove-described embodiment, the predetermined object may comprise aplurality of blurring objects.

[0162] That is, as shown in FIG. 13, the blurring object may comprise anobject 10-1 and an object 10-2. In the above-described case, the gameapparatus may carry out the blurring processing not only to the object10-1, but also to the objects 10-1 and 10-2 at the same time. Further,the blurring function may be set every object composing the blurringobject 10.

[0163] A main effect according to the embodiment of the presentinvention will be indicated, as follows.

[0164] According to the present invention, it is possible that strangeimages caused by the restriction of the resolution or the refresh rateof the display section, are easily reduced effectively. That is, becausethe blurring processing can be carried out only to the predeterminedobject of objects in the object space, the amount of operation of theblurring processing can be smaller than one of blurring processingcarried out to all objects according to the distance. As a result, it ispossible to realize the blurring processing carried out at a high speed.

[0165] Further, because the object to be blurred by the blurringprocessing comprises the blurring object and the foundation object, itis possible that the natural game image is generated even if the imageof the blurring object is blurred.

[0166] The entire disclosure of Japanese Patent Application No. Tokugan2000-136370 filed on May 9, 2000 including specification, claims,drawings and summary are incorporated herein by reference in itsentirety.

What is claimed is:
 1. A game apparatus comprising: an image generationsection for generating a space image of an object space, viewed from avirtual camera; a blurring section for blurring an object first image ofa predetermined object of objects in the object space, according to adistance from a predetermined position to the predetermined object inthe object space, to generate a blurred object second image; and anexecution section for executing a predetermined game by displaying thespace image including the blurred object second image on a displaysection.
 2. A game apparatus as claimed in claim 1 , wherein thepredetermined object comprises an objective target having at least onetarget surface, for expressing a target of the predetermined object, andan objective foundation for expressing a foundation of the target,according to a background of the predetermined object; and the blurringsection blurs an image of the objective target to bring an image of theobjective foundation into appear.
 3. A game apparatus as claimed inclaim 1 , wherein the predetermined object the object first image ofwhich is blurred by the blurring section is determined from the objectsin the object space, according to a progress of the predetermined gameexecuted by the execution section.
 4. A game apparatus as claimed inclaim 1 , wherein the predetermined position is a location of thevirtual camera.
 5. A game apparatus as claimed in claim 4 , wherein theblurring section blurs the object first image of the predeterminedobject, according to a sight line angle of the virtual camera to thepredetermined object.
 6. A game apparatus as claimed in claim 1 ,further comprising: a setting section for setting a fixation point asthe predetermined position, according to a progress of the predeterminedgame executed by the execution section.
 7. A game apparatus as claimedin claim 1 , wherein the predetermined game is a racing game, and theblurring section blurs an object image on a racing course of the racinggame.
 8. A game apparatus as claimed in claim 1 , wherein the blurringsection blurs an object image of an object processed by ananti-aliasing, a mip mapping or a level of detail processing, of theobjects in the object space.
 9. A game apparatus as claimed in claim 1 ,wherein the blurring section carries out an image composition processingto the predetermined object as a transparency of the predeterminedobject is changed.
 10. A game apparatus as claimed in claim 1 , whereinthe predetermined object comprises a first object for expressing afoundation and a second object for expressing a surface layer having atleast one surface on the first object; and the blurring section blursthe second object to bring the first object into appear.
 11. A storagemedium having a computer-executable program recorded thereon, whereinthe program comprises: a program code of generating a space image of anobject space, viewed from a virtual camera; a program code of blurringan object first image of a predetermined object of objects in the objectspace, according to a distance from a predetermined position to thepredetermined object in the object space, to generate a blurred objectsecond image; and a program code of executing a predetermined game bydisplaying the space image including the blurred object second image ona display section.
 12. A storage medium having a computer-executableprogram recorded thereon, as claimed in claim 11 , wherein the programfurther comprises: a program code of expressing a target of thepredetermined object; a program code of expressing a foundation of thetarget, according to a background of the predetermined object; a programcode of expressing the predetermined object having the target and thefoundation; and a program code of blurring an image of the target tobring an image of the foundation into appear.
 13. A storage mediumhaving a computer-executable program recorded thereon, as claimed inclaim 11 , wherein the program further comprises: a program code ofdetermining the predetermined object the object first image of which isblurred from the objects in the object space, according to a progress ofthe predetermined game.
 14. A storage medium having acomputer-executable program recorded thereon, as claimed in claim 11 ,wherein the program further comprises: a program code of setting alocation of the virtual camera as the predetermined position.
 15. Astorage medium having a computer-executable program recorded thereon, asclaimed in claim 14 , wherein the program further comprises: a programcode of blurring the object first image of the predetermined object,according to a sight line angle of the virtual camera to thepredetermined object.
 16. A storage medium having a computer-executableprogram recorded thereon, as claimed in claim 11 , wherein the programfurther comprises: a program code of setting a fixation point as thepredetermined position, according to a progress of the predeterminedgame.
 17. A storage medium having a computer-executable program recordedthereon, as claimed in claim 11 , wherein the program further comprises:a program code of blurring an object image on a racing course of aracing game as the predetermined game.
 18. A storage medium having acomputer-executable program recorded thereon, as claimed in claim 11 ,wherein the program further comprises: a program code of blurring anobject image of an object processed by an anti-aliasing, a mip mappingor a level of detail processing, of the objects in the object space. 19.A storage medium having a computer-executable program recorded thereon,as claimed in claim 11 , wherein the program further comprises: aprogram code of carrying out an image composition processing to thepredetermined object as a transparency of the predetermined object ischanged.
 20. A storage medium having a computer-executable programrecorded thereon, as claimed in claim 11 , wherein the program furthercomprises: a program code of expressing a foundation of thepredetermined object; a program code of expressing a surface layerhaving at least one surface on the foundation, of the predeterminedobject; a program code of expressing the predetermined object having thefoundation and the surface layer; and a program code blurring thesurface layer to bring the foundation into appear.
 21. A computerprogram comprising program code means for performing the steps of:generating a space image of an object space, viewed from a virtualcamera; blurring an object first image of a predetermined object ofobjects in the object space, according to a distance from apredetermined position to the predetermined object in the object space,to generate a blurred object second image; and executing a predeterminedgame by displaying the space image including the blurred object secondimage on a display section.
 22. A computer program as claimed in claim21 , further comprising program code means for performing the steps of:expressing a target of the predetermined object; expressing a foundationof the target, according to a background of the predetermined object;expressing the predetermined object having the target and thefoundation; and blurring an image of the target to bring an image of thefoundation into appear.
 23. A computer program as claimed in claim 21 ,further comprising program code means for performing the step of:determining the predetermined object the object first image of which isblurred from the objects in the object space, according to a progress ofthe predetermined game.
 24. A computer program as claimed in claim 21 ,further comprising program code means for performing the step of:setting a location of the virtual camera as the predetermined position.25. A computer program as claimed in claim 24 , further comprisingprogram code means for performing the step of: blurring the object firstimage of the predetermined object, according to a sight line angle ofthe virtual camera to the predetermined object.
 26. A computer programas claimed in claim 21 , further comprising program code means forperforming the step of: setting a fixation point as the predeterminedposition, according to a progress of the predetermined game.
 27. Acomputer program as claimed in claim 21 , further comprising programcode means for performing the step of: blurring an object image of aracing course on a racing game as the predetermined game.
 28. A computerprogram as claimed in claim 21 , further comprising program code meansfor performing the step of: blurring an object image of an objectprocessed by an anti-aliasing, a mip mapping or a level of detailprocessing, of the objects in the object space.
 29. A computer programas claimed in claim 21 , further comprising program code means forperforming the step of: carrying out an image composition processing tothe predetermined object as a transparency of the predetermined objectis changed.
 30. A computer program as claimed in claim 21 , furthercomprising program code means for performing the steps of: expressing afoundation of the predetermined object; expressing a surface layerhaving at least one surface on the foundation, of the predeterminedobject; expressing the predetermined object having the foundation andthe surface layer; and blurring the surface layer to bring thefoundation into appear.